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  #2561  
Old April 26th, 2004, 10:16 AM
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Default Re: STM "Final v1.7.5" Discussion

Here is the latest info on the next update.

Quote:
Star Trek Mod v1.7.3

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
The update is on track and should be out soon. Please if you have any bugs to report please let me know ASAP. Once this update is out I will not be doing another regardless of any bugs, errors, or other posted unless directly related to the update itself.
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  #2562  
Old April 26th, 2004, 05:32 PM
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Default Re: STM "Final v1.7.5" Discussion

Hi there,

I ve a question about the armor Ratings - why is armor so weak (damage resistance)?

Specifically the Borg Regeneration Armor - it has Damage Resistance of 7.
But one of its abilities is to restore 30 damage points?
Am I wrong or will this only happen when the enemy uses armor skipping weapons?


btw: keep up the good work - its the best MOD !!!
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  #2563  
Old April 26th, 2004, 06:48 PM
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Default Re: STM "Final v1.7.5" Discussion

Yes, Armor III (leaky!) with tonnage of 10 and dmg resistance of 6 is very unusial. It has one of the smallest chances to be damaged amongst other comps (most part of viable comps have greater dmg res).
Compare it with shields: 700 hp for size of 40 kt at lvl 10.
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  #2564  
Old April 26th, 2004, 10:45 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by BlackRose:
quote:
Originally posted by von_toaster:
I wasn't able to go through the entire thread of this discussion, but I wanted to know: is that normal that the Klingon Advanced Cloak II (prevents level 6 for all detection mode) is better than the Romulan Advanced Cloak II (which prevents level 5 scans)?

Doesn't seem right.
Intentional, (I asked about this earlier actually!) During the dominion wars Romulan Cloaks were detectable while Klingon ones were not thus the Klingon cloaks are considered to be more powerful in this mod.

It has nothing to do with Atrocities love of the Klingon race

Funny I came to this topic to ask that very question! The answer does make sence. Should have never doubted Atrocities.
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  #2565  
Old April 27th, 2004, 04:11 AM
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Default Re: STM "Final v1.7.5" Discussion

The armor was stepped down and made on par with the reduced weapon damage.

I will double check the Borg settings and reduce them as well.

Basically armor should never be stronger than shields and should not provide that much protection. In star trek shields are the primary defense not armor. Armor is only mentioned on the defiant and really no where else except Enterprise. So armor is an earily use component but out dated by shields.
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  #2566  
Old April 27th, 2004, 06:41 AM
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Default Re: STM "Final v1.7.5" Discussion

Leaky armor MUST have more hit points than average internals, or else it will be hit after the internals most of the time. 6 HP is not enough by far. Maybe 60. Keep in mind that shields are a lot stronger than leaky armor, as they provide a barrier that must be penetrated before real damage begins to occur, whereas the leaky armor does not provide this 100% wall. It should generally have more hit points than shields provide because of this and the way that damage to components is assigned (components with more hit points have a disproportionally greater chance of being randomly selected to be damaged when a ship suffers damage), or else it is far too weak.

[ April 27, 2004, 05:42: Message edited by: Imperator Fyron ]
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  #2567  
Old April 27th, 2004, 11:10 AM
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Default Re: STM "Final v1.7.5" Discussion

When I left the armor with the high hp, it was far to powerful and not providing the effect of leaky armor that I wanted. I simply could not get it to work correctly as leaky armor. So I reduced it to its current value and now armor seems to work ok. My not be true leaky armor, but at least it is working.

Perhaps in SE V we will have true leaky armor.
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  #2568  
Old April 27th, 2004, 06:32 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
I see what is going on. Atrocities has his internals set to less to usually 1 or 2 HP per 10kT component. This is likely the reason why his previous armor seemed too powerful since the chances of hitting an internal through the leaky armor was remote simply based on chance.
That is true for only one type of components - Vehicle controls, and maybe Engines, but most part of other viable components have normal damage res.
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  #2569  
Old April 27th, 2004, 07:07 PM
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Default Re: STM "Final v1.7.5" Discussion

I only took a quick peek, but if that is the case, then it makes most of the armor in this mod worse than filling your ship with a cheap component to absorb hits.

I can take a closer look tomorrow night once exams are done with for the year!

[ April 27, 2004, 18:08: Message edited by: Captain Kwok ]
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  #2570  
Old April 27th, 2004, 07:33 PM
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Default Re: STM "Final v1.7.5" Discussion

Ok, give me a solution that I can use and it shall be employed.

I have considered bumping up Armor to these levels.

Armor I - III 10/15/20
Emissive Armor I - III 15/20/25
Scattering Armor I - III 15/20/25

Federation Ablative Armor I - III 10/15/20
Borg Regenerative Armor I - III 10/15/20
Breen Organic Armor I - III 10/15/20
Cardassian Kelindide Armor I - III 10/15/20
Dominion Varethiel Armor I - III 10/15/20
Tholian Crystalline Armor I - V 10/10/15/15/20
Pirate Hull Armor I - III 10/15/20
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